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What would you call these tubes?


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11 hours ago, Mike A said:

Found another approach in Houdini : )   It's the program that makes the easy stuff hard, and the hard stuff (relatively) easy... LOL!

 

So how did you do it ? Is it particles ? Is it splines ?
At least share the file or make an export to obj for the OP to use.

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Sorry to keep you guys hanging. I'm quite willing to explain. Just very limited connectivity today and typing this on my phone, so please excuse the brevity.

 

 Scatter a few hundred points.

Jitter and relax them so they are randomly positioned, but naturally spaced away from each other in 3D space.

'Connect adjacent points' so H draws edges between groups of points within user specified radius and max connectivity.

'Find shortest path' (FSP). This is really the key. Get H to FSP between any single specified starting point - a seed point, and every other point. This results in many overlapping branching paths.

Sweep paths.

Convert to VDB to consolidate the multiple sweeps on top of each other.

Smooth and refine VDB as required.

Convert VDB back to poly mesh.

 

It's a very Houdiniesque approach… 

 

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